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Battlegroup Clash: Baltics – a professional wargame for a commercial audience

by James Buckley

As the geopolitical environment becomes more tumultuous, the use of digital and analogue games by professionals to understand, model, and prepare for the future is coming to prominence. Professional wargaming is having its moment in the sun.

I moved into the world of professional game design having been the head of development at a hobby board game publisher. My first professional role was helping with the development and production of Battlegroup Wargame System (BGWS). The game was commissioned by the British Army to encourage the development of a wargaming mentality in the organisation.

While there are plenty of commercial wargames that cover tactical level combat, few are interested in capturing elements that precede a real life engagement: planning based on mission objectives, force capacity, tasking against specific time lines and geographic boundaries, and map work. That’s why they are not used for training by the army.

BGWS is interested in that. I believed that a commercial audience would be too. So I began work on transforming BGWS – an umpire led-game specifically designed for military professionals – into what was to become Battlegroup Clash: Baltics. A professional wargame, designed for a commercial audience. A game you can read about on BGG.

Step 1 – What To Keep

The two essential elements from BGWS I wanted to port to Battlegroup Clash: Baltics were the use of grid-based, real world maps, and the requirement to plan your operations before the game begins.

To my knowledge, no land-based tactical commercial wargame uses real world maps. Very few give much focus on operational planning, at least not how modern armed forces actually do it.

Step 2 – What To Drop

BGWS requires both an umpire and an understanding of military concepts and approaches that is beyond most civilians. It uses off-the-shelf 1:10,000 mapping, and off board cards to track lots of information on the units in play.

User playtest by British Army junior officers of Battlegroup Wargame System, the game that inspired Battlegroup Clash: Baltics.

To make it playable beyond the classroom, these features needed amending, and the game overall needed streamlining.

A first major decision was to move away from maps that require judgement to understand and parse. I commissioned the creation of bespoke maps, created by computer-aided design. These are real world, based on satellite imagery of Estonia, but with overlaid borders to identify key terrain types.

Map B from Battlegroup Clash: Baltics. The game uses 1:10,000 maps developed from satellite imagery from Estonia, with grid lines overlaid.

A second major decision was to move the stats for each unit onto its counter, rather than having them on a separate sheet. This significantly eases game play at a lower play count; everything is in front of the player on the map.

Battlegroup Clash: Baltics moves all the necessary information about the unit onto the counter (right). BGWS uses separate force cards for this instead of its counters (left).

A third major decision related to narrative. I wanted to move away from a generic ‘blue’ versus ‘red’ approach to the real world. The presence of a British Army Battlegroup in Estonia made that an obvious choice, and the game became NATO versus Russia in a hypothetical invasion by the latter of Estonia.

Step 3 – What To Add

Emphasising the present day narrative, and in keeping with my desire to create something that stood out from other tactical wargames, I decided to concentrate a lot of the design for Battlegroup Clash: Baltics on drones and electronic warfare.

The war in Ukraine has shown the degree to which drone warfare has changed the battlefield. Electronic warfare has been around for longer, but its intersection with drones and cyber attacks makes it now almost as important as kinetic effects on the battlefield.

In the game, every action that would generate some kind of radio or electronic transmission has the potential to be intercepted by the enemy. Intercepted transmissions can be used to target units for direct or indirect fires. Each side also gains access to Electronic Warfare Chits, that can be used on the battlefield for a variety of effects such as jamming your opponent’s recon drones.

This is important as reconnaissance drones, called UAS, completely transform the battlefield in the game, providing virtually unlimited line of sight for indirect fire. Another type of kamikaze drone, known as a first person video drone (FPV), can be used to directly attack enemy units, providing a more accurate, if less powerful, alternative to mortars and artillery.

UAS effect. In the game a UAS gives unlimited line of sight to the four adjacent grid squares.

Testing the Game

I wanted my playtesting team to combine folks with experience in both professional as well as commercial wargaming, and through a combination of persistence and good luck I was able to get both.

Prototype counters used in a play test.

While Tabletop Simulator played a crucial role in the development and testing process, I learnt from my time as a hobby game developer that digital is not a substitute for a physical prototype, so I had physical copies made and tested them both at home, at my local club and at conventions.

Testing the two-mapper scenario at PunchedCON in Coventry, UK.

Making the Game

Independent of the tariffs saga, I made a decision very early on that I wouldn’t get the game printed in China. China is funding Russia’s war in Ukraine, so it didn’t make sense to me to pay a Chinese company to make the game. Instead I chose EFKO in the Czech Republic. The price is higher than the Chinese alternative, but I can sleep easier with my choice.

The box cover

Selling the Game

Battlegroup Clash: Baltics is self-published, in the sense that I am releasing via my own company. I have sufficient experience of the board game industry to be able to do this, rather than having to use another publisher to release the game. This approach also allowed me to get the game to market very quickly.

I considered using crowdfunding as the vehicle for selling the game, but I was concerned that the concept might not fly with customers from a professional background. Furthermore, I didn’t need funding to develop the game, just to print it, and decided that a simple pre-order system via the Sapper Studio website, which I use for my game development consultancy business, would suffice.

I decided to make use of professional channels as well as traditional board game media to promote the game. This involved posting on LinkedIn and via the Fight Club Discord server, as well as hobby channels and events such as SD Histcon and Armchair Dragoons.

The success of the game in terms of generating pre-orders very much exceeded my expectations. I had several hundred pre-orders within the first few months, meaning I could opt for a larger print run than I had anticipated. Now the game is out for general release, and it’s time to see if my customers agree that I have been able to create a professional wargame for a commercial audience.

You can purchase a copy of Battlegroup Clash directly from Sapper Studio via this link https://www.sapperstudio.com/battlegr. Alternatively check your with FLGS in your country that you know stock a good wargame selection.

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